Kobold Gadget Master
“This thingamajig will surely bring death to those who invade are gen.”

    A small and fragile race, kobolds have a tough time in the world. To compensate for their size, many kobolds resort to traps, poison, and guile to survive. While most tribes easily build simple traps, such as pits and murder holes,, more complicated traps are usually beyond them. Rarely, some kobolds, particularly those in wildspace, have an unusual knack for building devices, gadgets, and even magical items. These kobolds are known as Dohr'thore, commonly called gadget masters in the common tongue.
    The gadget masters are kobolds with an unnatural aptitude for building and repairing traps, devices, and, at higher levels, even magical items. They are even capable of some magical spells of their own, though their talent in such magic is tied to laying traps or repair work. Those gadget masters that ply wildspace claim dragon heritage, though this is unproven.
    Hit Dice: d4

    To qualify to become a gadget master, a character must fulfill the following criteria.
    Alignment: Any lawful
    Race: Kobold
    Disable Device: 8 ranks
    Use Magic Device: 4 ranks
    Feats: Skill Focus (Use Magical Device)

Class Skills
    The gadget master's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (any, Int), Disable Device (Int), Open Lock (Dex), Profession (Any related to Engineering, Wis), Search (Int), Use Magic Device (Cha), Use Rope (Dex).

    Skill Points at each level: 4 + Int modifier.

Class Features
    The following are class features of the gadget master prestige class.
    Weapon and Armor Proficiency: Gadget masters are not well trained in martial combat. Thus, they only can use simple weapons and use light armor. A gadget master could know how to construct heavier armors or weapons, but will be untrained in actually wearing the armor or wielding the weapon.
    Spells: A gadget master is capable of casting a limited number of arcane spells. The choice of spells is limited to low level magics that aid the gadget master in his tasks of building, repairing, and maintaining traps or mechanical devices. His spells key off of intelligence, and he uses his intelligence bonus to determine bonus spells. The gadget master's choice of spells is as follows:
    0 level— Detect Poison, Dancing Lights, Ghost Sound, Mending, Read Magic
    1st level— Alarm, Hold Portal, Nystul's Magical Aura, Nystul's Undetectable Aura, Silent Image
    2nd level— Arcane Lock, Obscure Object, Invisibility, Leomund's Trap, Magic Mouth
    3rd level— Explosive Runes, Nondetection, Major Image, Shrink Item
    4th level— Fire Trap, Charm Monster, Illusory Wall, Solid Fog
    Overseer: The gadget master can act as an overseer of the construction of a dungeon. With a gadget master overseer, the work crews are 5% more efficient per character level. A single gadget master can oversee a work crew of up to one hundred kobold workers or slaves.
    Fix Items: A gadget master can repair all sorts of common mundane items, such as weapons, armor, lanterns, etc. They can repair any sort of non-magical equipment with a reasonable amount of quality. They can also salvage one piece of equipment to build another, such as turning a badly damage suit of plate armor into a door for the chief's chambers.
    Fix Mechanical Trap: A gadget master, with enough time and tools, can repair damaged mechanical traps. Typically, it takes 1 minute per challenge rating of the trap to fix a damaged trap or disabled trap. So long as the gadget master isn't rushed, there is no risk of accidentally setting off the trap. If rushed, the gadget master must make a successful Disable Device check against the difficulty check of the trap or set the trap off himself. Additionally, the gadget master can modify an existing, working trap to function as another trap with a successful Disable Device skill check against the challenge rating of the trap. A failure ruins the trap.
    Rig Mechanical Trap: A gadget master may build new mechanical traps with the proper tools. It takes 5 full rounds and costs 1 gp worth of material per challenge rating of the trap to set up. If the gadget master is interrupted or rushed, he must make a successful Disable Device skill check against the difficulty check of the trap or set the trap off. Additionally, a gadget master may improve an existing trap, increasing the challenge rating of the trap by 1 to 4 (d4) on a successful Disable Device skill check against the challenge rating of the trap. By increasing the challenge rating of the trap, the damage the trap does (add an additional d6 points per increased challenge rating) is increased as well as the difficulty in detecting and disarming it (2 per increased challenge rating increased). A failure ruins the trap.
    Build Spelljamming Ship: As a gadget master who lives in wildspace advances, he develops a natural affinity for the construction of spelljamming vessels. The ships most commonly identified with the kobolds, the Arrow and Angleships, can be built by a crew with a gadget master overseer. Building such a vessel is a natural talent, almost an instinct, of the gadget master, who cannot explain it to others. A gadget master building an Angleship will become obsessed with the ship, unable to think about anything else but the ship. When the ship is complete, a gadget master will feel a great relief and sense of completion. Gadget masters often install a number of traps into the ship and cast spells to aid her crew in the defense of the ship. It can take over a year to build an Angleship, and the number of ships a gadget master has built is a measure of his abilities and importance.
    Fix Magic Item: A gadget master can repair damaged magical items, so long as magic remains in the item. The repair work is rarely perfect, but serviceable. The gadget master can also rig some magic items so that kobolds may use them, such as salvaging pieces of magic armor so that the kobold chief could gain the benefits of magical plate armor.
    The magic item is often damaged in the process such that larger creatures cannot make use of such items liberated from the kobolds.
    Construct: One of the more powerful abilities of the gadget master is the ability to construct a variety of mechanical devices that resemble great animals. These clockwork monstrosities are usually controlled from the back with an insanely complicated system of levers and dials by the gadget master themselves. These constructs have the statistics of the creature imitated using the construct template, but lack any special or magical powers or abilities. The gadget master can only build and maintain one construct at any given time, as he must devote no less than six hours each day to maintaining the construct. The construct may be of any size from small to huge, but the most common themes are huge scorpions or spiders, or large wasps. Also popular are large mechanical ogres and wyverns.
    Rig Magic Trap: Given the proper tools and time, a gadget master can build, repair, and maintain magical traps. A magical trap takes one full hour and 100 gp worth of materials per challenge rating to set up properly. Such traps require exotic materials that may not be readily available to the gadget master. The DM has final desecration as to if it is possible for the gadget master to set up, but the gadget master is only able to set up traps of a challenge rating less than or equal to the class level of the character. If rushed or interrupted, the trap is ruined and all work is lost. The gadget master must start over.
    Craft Magic Item: The gadget master has learned to craft wondrous magical items. The spells needed to craft the wondrous item are still required, and the gadget master must pay all costs related to creating the item. The gadget master has effectively gained the craft wondrous item feat. If he already has this feat, he gains any craft magical item feat of his choice.
    Fix Spelljamming Helms: In some mysterious way, the gadget master knows how to repair damaged spelljamming helms. To repair a spelljamming helm, the gadget master must sacrifice all of his spells for one week's time and make a successful roll on a d20 against DC 10 for minor helms, and DC 15 for major helms. The gadget master uses either his wisdom or intelligence bonus to this roll, whichever is higher. If the roll is successful, the helm has been repaired. If it fails, the DM rolls a secret saving throw for the helm, DC 14; if successful, the helm is still damaged and can be repaired later. If the saving throw fails, the helm is not destroyed; instead, the magics has been warped, turning the helm into a lifejammer.

The Kobold Gadget Master
Class Base Fort Ref Will   —— Spells per Day ——
Level Attack Bonus Save Save Save Special   0   1st 2nd 3rd 4th
1st +0 +0 +2 +0 Overseer 0
2nd +1 +0 +3 +0 Fix Items 1
3rd +1 +1 +3 +1 Fix Mech. Trap 1 0
4th +2 +1 +4 +1 Rig Mech. Trap 1 1
5th +2 +1 +4 +1 Build SJ Ship 1 1 0
6th +3 +2 +5 +2 Fix Magic Item 2 1 1
7th +3 +2 +5 +2 Construct 2 1 1 0
8th +4 +2 +6 +2 Rig Magic Trap 2 2 1 1
9th +4 +3 +6 +3 Craft Magic Item 2 2 1 1 0
10th +5 +3 +7 +3 Fix SJ Helm 3 2 2 1 1

    Converting to 2nd Edition
    The gadget master becomes it's own class that a kobold can take from the beginning. The gadget master abilities remain largely unchanged, but use the rouge THAC0, experience progression, and saving throw tables. The class has a limit of 10th level. The ability requirements are dexterity 13 and intelligence 15. At 9th level, the gadget master can create miscellaneous magical items, but the process is always long and difficult.

    Creator's Notes
    Gadget masters make poor frontline fighters, and the class is rather underpowered compared to other classes. However, their main function is to build the dungeons that adventurers blunder through, filling it with all sorts of ingenious traps to harass characters.
    Characters may encounter gadget masters in non-combat roles, such as a gadget master hard at work in a workshop, repairing some such magic item or device. A gadget master could even be contracted out by the characters to repair a magical or mundane item, but they should be wary that the results may not always be what they expected. The only time characters should meet a gadget master in combat is when the kobold is piloting a construct, often with a dozen or more of his fellow kobolds hanging on, chucking javelins at the characters while hurling insults at them. Essentially, the gadget masters are humanoid engineers to help DMs place all kinds of traps, both mundane and magical, in kobold lairs.

    In the Spheres
    Before the First Unhuman Wars, kobolds swarmed through wildspace in their Angleships and Arrow craft. The gadget masters created many of these ships, and sometimes accompanied the ships into wildspace. The kobolds were notorious junk collectors and dealers, partially because of their gadget master habits of collecting every bit of refuse that looked interesting or might one day prove useful. They were also expert salvagers, able to repair discarded spelljamming helms and other magical items. When the elves drove the kobolds from Known Space in the First Unhuman Wars, many gadget masters fled to spheres unknown.
    Today, gadget masters are slowly returning to Known Space. They are employed by the kobolds and some scro to build traps, salvage spelljamming equipment, and even build and operate their mechanical monstrosities. They are rarely encountered on the front lines, instead employed in areas that the goblin-kin have full control of. Rumor has it that several dozen gadget masters have banned together on a distant world to form some sort of guild that builds Angleships for their fellow kobolds.

    In the Realms
    Gadget masters are fairly rare in the Realms. They were first discovered by Halaster of Undermountain over a thousand years ago. He hunted down dozens of gadget masters to stock his dungeon, capturing them and scattering them throughout Undermountain. Many were killed, but those that lived built hundreds of traps, making the dungeon even more of a deathtrap than it was already. Some even managed to escape, spreading throughout the North.
    Today, gadget master kobolds can be encountered anywhere in the North and the Heartlands with kobold clans. The greatest concentration remains in Undermountain, but at least a dozen low-rank gadget masters are in the employ of the monster army overrunning Amn. Those that work for the Sythillisian Empire are kept busy fortifying humanoid lairs for the inevitable attacks by adventurers.

    This example uses a huge scorpion as the base character.

Typical Construct: Huge Scorpion
Huge Construct
Hit Dice: 10d10 (55 hp)
Initiative: 0
Speed: 50 ft. (can't run)
AC: 14 (–2 size, +6 natural)
Attacks: 2 Claws +13 melee, sting +8 melee
Damage: Claw 1d8+5, sting 2d4+5 and poison
Face/Reach: 10 ft. by 20 ft./ 10 ft.
Special Attacks: Improved grab, squeeze, poison
Special Qualities: See text
Saves: Fort +3, Ref +3, Will –2
Abilities: Str 20, Dex 10, Con —, Int —, Wis 1, Cha 1

Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral

    These constructs appear as enormous scorpion made of metal and wood. The construct appears rather ramshackle, but is actually quite well built. The gadget master will ride in a seat on the back of the scorpion, operating dozens of levers and dials. Up to two-dozen other kobolds will ride on the back as well, hurling javelins at their foes.
    Combat: Constructed solely for battle, the scorpion fights with two enormous claws and a stinger. The claws grab and rend a foe, while the stinger is often coated with poison.

    Construct: Immune to all mind-influencing effects, poisons, disease, critical hits, and like effects. However, the gadget master and the kobolds riding on the back are subject to such attacks.

    Trample: The scorpion can trample medium sized or smaller creatures. The trample attack causes 2d6+5 points of damage to anyone attempting attacks of opportunity. Those that do not attempt such attacks can attempt a reflex saving throw (DC 15) for half damage.

    Poison: The sting of the scorpion can be coated with any number of poisons. The coatings are usually enough to last for single hit. Afterwards, there is not enough poison on the affect another target.

    Hardness: The scorpion's exoskeleton is made of iron, granting it a hardness value of 10. Thus attacks must exceed 10 points of damage to cause damage to the scorpion.


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